#ifndef _INCLUDE_DLLFUNC_H #define _INCLUDE_DLLFUNC_H enum { DLLFunc_GameInit, // void ) ( void ); DLLFunc_Spawn, // int ) (edict_t *pent); DLLFunc_Think, // void ) (edict_t *pent); DLLFunc_Use, // void ) (edict_t *pentUsed, edict_t *pentOther); DLLFunc_Touch, // void ) (edict_t *pentTouched, edict_t *pentOther); DLLFunc_Blocked, // void ) (edict_t *pentBlocked, edict_t *pentOther); //You can pass in 0 for glb kvd handle or a kvd handle here DLLFunc_KeyValue, // void ) (edict_t *pentKeyvalue, KeyValueData *pkvd); DLLFunc_SetAbsBox, // void ) (edict_t *pent); DLLFunc_ClientConnect, // bool ) (edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128]); DLLFunc_ClientDisconnect, // void ) (edict_t *pEntity); DLLFunc_ClientKill, // void ) (edict_t *pEntity); DLLFunc_ClientPutInServer, // void ) (edict_t *pEntity); DLLFunc_ClientCommand, // void ) (edict_t *pEntity); DLLFunc_ServerDeactivate, // void ) ( void ); DLLFunc_PlayerPreThink, // void ) (edict_t *pEntity); DLLFunc_PlayerPostThink, // void ) (edict_t *pEntity); DLLFunc_StartFrame, // void ) ( void ); DLLFunc_ParmsNewLevel, // void ) ( void ); DLLFunc_ParmsChangeLevel, // void ) ( void ); // Returns string describing current .dll. E.g., TeamFotrress 2, Half-Life // This also gets called when the server is queried for information (for example, by a server browser tool) DLLFunc_GetGameDescription, // const char *) ( void ); // Spectator funcs DLLFunc_SpectatorConnect, // void ) (edict_t *pEntity); DLLFunc_SpectatorDisconnect, // void ) (edict_t *pEntity); DLLFunc_SpectatorThink, // void ) (edict_t *pEntity); // Notify game .dll that engine is going to shut down. Allows mod authors to set a breakpoint. DLLFunc_Sys_Error, // void ) (const char *error_string); DLLFunc_PM_FindTextureType, // char ) (char *name); DLLFunc_RegisterEncoders, // void ) ( void ); // Enumerates player hulls. Returns 0 if the hull number doesn't exist, 1 otherwise DLLFunc_GetHullBounds, // int ) (int hullnumber, float *mins, float *maxs); // Create baselines for certain "unplaced" items. DLLFunc_CreateInstancedBaselines, // void ) ( void ); DLLFunc_pfnAllowLagCompensation, // int ) ( void ); // I know this does not fit with DLLFUNC(), but I don't want another native just for it. MetaFunc_CallGameEntity, // bool ) (plid_t plid, const char *entStr,entvars_t *pev); DLLFunc_ClientUserInfoChanged, // void ) (edict *pEntity, char *infobuffer); // You can pass in 0 for global client data handle or another client data handle here DLLFunc_UpdateClientData, // void ) (const struct edict_s *ent, int sendweapons, struct clientdata_s *cd); // You can pass in 0 for global entity state handle or another entity state handle here DLLFunc_AddToFullPack, // int ) (struct entity_state_s *state, int e, edict_t *ent, edict_t *host, int hostflags, int player, unsigned char *pSet); // You can pass in 0 for global usercmd handle or another usercmd handle here DLLFunc_CmdStart, // void ) (const edict_t *player, const struct usercmd_s *cmd, unsigned int random_seed); DLLFunc_CmdEnd, // void ) (const edict_t *player); DLLFunc_CreateBaseline // void ) (int player, int eindex, struct entity_state_s *baseline, struct edict_s *entity, int playermodelindex, vec3_t player_mins, vec3_t player_maxs); }; #endif //_INCLUDE_DLLFUNC_H